Unofficial Campaign Tracker for Descent!

By Atom4geVampire, in Descent: Journeys in the Dark

By the way, I'm working on improving the next quest selection. I want to get rid of the simple dropdown and replace it with something like this (keep in mind, work in progress), which is a bit more informative :)

Any suggestions you'd like to see added to this are welcome.

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  • Fixed an issue where the Finale selection of Labyrinth of Ruin was linked to Fire and Brimstone instead of Tipping the Scales. (reported by k7e9)

Fantastic, I have updated our final quest. so it's now correct.

Hi,

not sure if this has been reported yet:

got to the finale of SoN, although heroes won 2 act II encounters, only finale 2 (the city falls) is available for selection. Should be "the black realm" actually.

However, very nice tool, thank you!!

Hi Atom4geVampire,

The site you built looks absolutely stunning! It's been a pleasure working with it thus far.

Have you thought about open sourcing the code on something like GitHub?

Because it you seem to me you're having a lot of work handling bugs and implementing new features. And I'm sure there are people on this forum with some programming experience who would be willing to help out (myself included :) ).

GitHub is also great for tracking issues and people could help out by submitting pull requests. This way you would have full control over which fixes/features go in and which don't.

Just a suggestion ;)

As a side note, I've noticed that the OL can't select two 1XP and one 2XP card of the same class at once.

My specific example:

Start of the LotW campaign, the OL has 4XP.

I select two "Web Trap" 1XP OL cards, but I can't also select the "Curse of the Monkey" 2XP OL card, because it is not shown.

Shouldn't this be possible? Seeing that all three cards belong to the same class and I meet the requirement of having selected two 1XP cards of that class.

Yeah I know, it's because of the way it's built that that doesn't work.

The page only checks what's available when it's loaded, so at that point you don't have the cards for that level 2 card yet.. It's a known issue, and it sucks, I know.

A workaround is to buy the level 1 cards, save, and then edit the skills step and you should be able to buy it.

One of the reasons I haven't open sourced it is because the code is such a noobish mess that I'm afraid to show it to anyone, haha :P

Edited by Atom4geVampire

I see, I will try that.

I've been working as a programmer for several years now, and trust me when I say, there will never be a time when you look back at your code and not consider it a noobish mess :) .

Everyone does the best they can with the skills and abilities they have at their disposal. So not liking your work when looking back at it, only means you have improved since then ;)

Not that I'm saying that you absolutely should open source it of course, but don't let fear of code quality be a reason to stop you.

In any case you seem to have a natural talent for good UI design!

Just to let you guys know I'm still working on that new 'Start' quest implementation. It's coming along nicely, and I hope I can implement it in a few days.

This also changes the way the campaign structure is loaded, so this should solve the issues of getting the wrong finale quest and such.

Also found a pretty big bug on the quest stats page. There is an issue with the sorting of the most commonly selected monsters (indicated below the quests) which makes that completely wrong!

Ice Wyrms as the 4th most popular monster for encounter 2 of Masquerade Ball?! That can't be right!


Should be fixed tonight.

I noticed this when I was looking into splitting this up between the most selected monsters when the quest is lost, and those when it is won. That seems a bit more useful information for the overlord (though I wouldn't put too much trust in it because there are so many variables: against which heroes they were playing, when the quest was played, ...)

Edited by Atom4geVampire

Quest Stats page has been updated. Further updates of that will follow, but wanted to fix the monster list asap.

Those are split up now. Left side shows the monsters most frequently used when the heroes win, Right side shows those used when the OL wins.

Monsters in italic are monsters that are predefined for that quest. the little (number) shows the exact number of times a certain monster was used.

There is now a separate statistic for the results of the campaign: Each finale is show + the overall balance (results of all finales together) and a balance of the campaign based on all quests for that campaign.

For now, only the Shadow Rune is shown, the rest will follow.

The travel events (which will be moved to a new page) are now split up per type, which might be handy if you need to decide to skip a step or whatever. No Event is gone

Edited by Atom4geVampire

I could use some help from some native english speakers (since I myself are not one)

I'm writing these little blurbs for the quests, like the ones found in Heirs of Blood.

It would be cool if you could point out any errors or mistakes in them. Or if you have a better way of describing the quests, I'd be glad to replace what I have.

As a matter of fact, since I'm not very good at this, if someone could help me write these I could focus more on other stuff on the site.

And I bet there are more creative writers on this board :)

Here's what I got so far for the Shadow Rune quests,

First Blood - An ambushed traveling caravan draws the attention of the heroes on their way to Arhynn. An ettin named Mauler, and his minions need to be stopped, lest they reach Arhynn before the heroes do.
A Fat Goblin - Goblins have kidnapped some villagers during a raid on the farmlands north of Arhynn. Splig, King of All Goblins, means to find out who among them is the Shadow Binder, and he doesn't plan on asking nicely.
The Monster's Hoard - In return for saving him from the King of All Goblins, Frederick offers to take the heroes to the location of a bow called Trueshot. They just need to manage wresting it out of the Overlord's minions' hands.
The Frozen Spire - Fredrick, one of the Shadow Binders, is being held prisoner in the Frozen Spire. He would be a valuable asset if the heroes managed to save him, but for that, they must first climb up the mountains slopes and face Ruin, the dragon that inhabits them.
Castle Daerion - Sir Alric has launched a nighttime raid on Castle Daerion and a nearby town. Can the heroes save the towns villagers and rally them to the defence of the Shadow Binder know as Sir Palamon?
The Dawnblade - Believing the Dawnblade will play an essential role in the events to follow, Sir Palamon tasks you with retreiving it from it's resting place in the tomb of Sir Arcite. But can the heroes keep it out of Sir Alric Farrow's hands?
The Desecrated Tomb - Still reeling from the death of Sir Palamon, Baron Greigory asks the heroes to prevent Sir Palamons' old sword, the Dawnblade, from falling into the hands of Sir Alric Farrow.
The Cardinal's Plight - Lord Merrick Farrow is raising an army of Zombies in order to kill Cardinal Koth, one of the Shadow Binders. Unless stopped Lord Merrick will surely succeed, and a powerful relic called the Staff of Light falls into his hands.
Enduring the Elements - The wards protecting the temple housing the powerful elemental artifacts known as the Four Storms are fading and Lord Merrick Farrow has discovered it's location.
The Ritual of Shadows - Lord Merrick Farrow is using the Staff of Shadows in an attempt to perform a dire ritual. Putting a halt to this ritual would thwart the Overlord's plans and could give the heroes another chance at obtaining the Staff of Light.
The Masquerade Ball - The masquerade ball at Lord Theodir's estate provides a perfect opportunity for Lady Eliza and her minions to mingle among the guests. Too late to warn the Shadow Binder, can the heroes save him instead?
Blood of Heroes - Baron Zachareth's old steward might provide invaluable information about Zachareth's fortress. Reaching the man's cabin, however, they find him being held by Lady Eliza. Can the exiled steward still be saved?
Death on the Wing - Shipments have ceased arriving from the silver mines, putting severe strain on the treasury of Arhynn. The Greystone watchtower overlooking the mines might be a good place to start investigating.
The Shadow Vault - The heroes manage to locate one half of The Shadow Rune, a runestone used to bind a being called Gryvorn. Can the heroes retreive it safely from the Shadow Vault, now that an unexpected foe has arrived?
The Overlord Revealed - Baron Zachareth has set off to find The Shadow Rune, a runestone used to bind a being called Gryvorn. Sent out to assist Zachareth's soldiers at the Shadow Vault, the heroes arrive to find only minions of the Overlord awaiting them.

Below are the ones found in Heirs of Blood by the way, if you want to reference what FFG wrote.

I'm wondering if what I wrote isn't focused too much on the heroes. Theirs seems to be more balanced between heroes/overlord

Acolyte of Saradyn - Goblins and barghests swarm a near-defenseless group of travelers. The heroes must cut off the monster reinforcements and break their morale before the beasts lay waste to the entire caravan.
Rellegar's Rest - An enemy camp is positioned above the ancient tomb of Rellegar. Age-old knowledge and forgotten artifacts are hidden below, but can the heroes extract them before the ruins crumble away?
Siege of Skytower - The ancient bastion of Skytower overlooks the southern pass with unparalleled vigilance. However, when an enemy sabotages its gates, the almighty fortification provides little advantage over the invaders.
Blood Will Tell - The heroes rush to stop Lady Eliza's dark ritual. Can they overcome the defensive wards and hordes of undying clambering from the ground before she finishes her spell?
The Baron Returns - Baron Zachareth returns, weaving a mysterious spell of blood and suffering. The heroes must endure the barrage of hardships just long enough to thwart the Baron's work.
Archive of Arrizon - A deserter called Arrizon has retreated deep into an ancient archive. Can the heroes defend him until hiis mission is complete, or will Eliza find what she is looking for?
Rise of Urthko - A captain of evil is rising, a barghest infused with corrupting enchantements. Even as the heroes assault its lair, the beast grows and mutates into something beyond their ability.
Caladen's Crossing - The village burns, and the heroes must hurry to quench its fires. As the battle progresses, it becomes clear that the overlord must sacrifice one of his greatest allies in order to succeed.
From the Wreckage - The heroes hatch a desperate plan. They will draw Eliza out and seek to understand her plans or slay her. She is growing in power, however, and not so easy to overcome.
Saradyn in Flames - Alric pursues the few remaining survivors through the burning monastery. As its walls and floors give way, the heroes must scramble to aid as many as they can in their escape.
Army of Dal'Zunm - Cursed invaders rise again, ready to renew their assault on the valley. Only the stakes of blackwood can seal this rising army back into the graves from which they came.
Prison of Khinn - The lair of Eliza is guarded by watchful specters and endless patrols. With stealth and haste, the heroes must find the information they are looking for before the alarm is raised.
Lord of Flame - Lord Merick Farrow has initiated negotiations with a primal force slightly beyond his power. As long as no one interferes, however, he is sure he can gain the support of these creatures.
Dead or Drowning - The stone wall between the refugees and the undying army offers little aid when the dead start rising from within the camp. If their assault is not soon stopped, only the dead will remain.
Rite of the Red Dawn - A ritual so evil it is never written down - who can foil such power? If the heroes can disrupt the dark lords and survive the primordial defenders, they may be able to save the child within.
Shadowfall Mountain - The dragons of Shadowfall have been recruited by Sir Alric. To break the treaty, the heroes must slay the dragon's leader... but first they must break through the horde that guards his lair.
Edge of Dawn - The valley has descended into darkness and only the Dawnblade can break the curse. Sir Alric and Lord Merick are aware of this, however, and are ready to claim the sword themselves.
Piercing Darkness - Beneath the ground sleeps a guardian that could aid against Eliza's army. However, Lord Merick has acquired the power to slay the ageless champion, and the heroes must hurry to raise him.
Blood and Betrayal - The remnants of both armies have gathered and the final battle begins. The last defenders of Saradyn charge forward into the hordes of darkness. Deep underground, Eliza has begun her spell, ready to claim the power and authority of the lost kingdom of Saradyn.

Edited by Atom4geVampire

Found another bug with playing mini campaigns. I'm pretty sure most of the ones being tracked are broken because wrong xp is being awarded.

So just a heads up if you happen to be keeping track of a mini campaign (Lair of the Wyrm, Trollfens, Manor of Ravens) on the website.

Will fix this asap

Edited by Atom4geVampire

Atom,

Might be cool in the quest stats page to also see the stats for the encounter 1 winner, not as important as correcting bugs, but a nice to have.

Again, your work is awesome. Thanks!

Atom,

Might be cool in the quest stats page to also see the stats for the encounter 1 winner, not as important as correcting bugs, but a nice to have.

Again, your work is awesome. Thanks!

That might be a thing I could add even though it might not be 100% accurate. The same could be said about the quest winners as well Zaltyre, since that is also linked to so many factors (including the outcome of Encounter 1).

I was actually planning to add this at some point. The idea is to have a separate page per quests, that shows a lot more detail than is shown now.

It would even be possible to show how much more likely a side is to win the quest if they won the first encounter.

There is so much data that statistics could be created around. I just need to actually get around to showing it on the site.

To give a random example. If you wanted a statistic about how many times 'Leoric of the Book' playing as 'Geomancer' buys 'Mana Weave' for example, I could show that :P

And that's what I'd like to do. Maybe not that specific, but at least the most popular items per class or whatever.

Or which items are acquired the most (bought/found) and which ones of those are kept and which ones are immediately sold.

I have many ideas :P Those small images of the campaigns on the homepage of the site that don't do nothing? There is supposed to be campaign specific statistics and information behind that. I just haven't gotten it implemented yet :P

Need some input guys. I'm fixing the stuff that is wrong with the mini campaigns. Basically I forgot the additional rewards:

  • +1 xp if OL wins
  • 1 random shop card if heroes win
  • 1xp for side if they receive a relic they already have.
  • steal relic in they receive a relic the other side has

For the second point: Would you prefer that the site assigns a shopcard at random when you save the quest? Or do you want to be able to select one yourself during the shop step?

Hi There!

I love this tracker so much so far and just started using it. I have a question though. I can't add rumours to my campaign right now and I have selected all the box expansions that have rumours in them at the moment. The drop box is just blank and we did the "What's yours is mine" quest from lair of the wyrm. I noticed you were working on a new quest selector or something and I was just curious if adding rumours is down at the moment?

Can you let me know? Keep up the great work!

Two questions:

Did you play the required rumor card first? Before you can play a rumor quest, there is an extra step you need to take. There should be an extra button to do that when the other steps (mainly skills or items) are open. That is unless..

You say you 'did the whats yours is mine quest'. Do you mean the above with that? Or do you mean that you are playing the lair of the wyrm mini campaign? If the latter. As far as I know, since you can't choose the next quest because the mini campaign rules do this for you (it says to skip the 'choose quest' step.) you're not supposed to add rumors to a mini campaign. I think I remember an explicit 'dont use rumors" somewhere, but I dont have the rules with me atm. I'll look into that. Unless the first portion of this post solves your problem.

And to be clear, new functionality is worked on on a development version of the site I run locally. So this new system hasn't influenced anything on the live site.

Edited by Atom4geVampire

Two questions:

Did you play the required rumor card first? Before you can play a rumor quest, there is an extra step you need to take. There should be an extra button to do that when the other steps (mainly skills or items) are open. That is unless..

You say you 'did the whats yours is mine quest'. Do you mean the above with that? Or do you mean that you are playing the lair of the wyrm mini campaign? If the latter. As far as I know, since you can't choose the next quest because the mini campaign rules do this for you (it says to skip the 'choose quest' step.) you're not supposed to add rumors to a mini campaign. I think I remember an explicit 'dont use rumors" somewhere, but I dont have the rules with me atm. I'll look into that. Unless the first portion of this post solves your problem.

And to be clear, new functionality is worked on on a development version of the site I run locally. So this new system hasn't influenced anything on the live site.

Hi there! Yeah I figured it out shortly after posting haha. I didn't know that I had to play the rumour card on the quest tracker at a certain point so after deleting the previous quest, I was able to find it! :) I really love this tool and thanks for the quick response!

I apologize for my lack of messing around with the site more before asking a question haha.

Take care!

No problem! I'll look into maybe making it a bit more clear in the future. (If thats possible)

The reason that it is this way is because putting rumor quests in play rewards you with threat tokens as overlord, and rumor quests that are in play, but are not played before the interlude begins will also award the overlord with an OL card. It also puts the advanced rumor for that quest in play.

By the way, you could have hit 'edit' next to the delete button and have selected the 'open skills' or 'open items' step. The button would also have become available, without having to delete the whole quest. ;)

Atom,

Stupendous. Your site is helpful and looks great. Just started HoB using everything available in the US and I was giddy that the site awarded the correct gold, xp, and threat token to all after the introduction. Thank you!

Need some input guys. I'm fixing the stuff that is wrong with the mini campaigns. Basically I forgot the additional rewards:

  • +1 xp if OL wins
  • 1 random shop card if heroes win
  • 1xp for side if they receive a relic they already have.
  • steal relic in they receive a relic the other side has
For the second point: Would you prefer that the site assigns a shopcard at random when you save the quest? Or do you want to be able to select one yourself during the shop step?

While the thought of a randomizer taking care of it is cool, I would prefer for the site to ask what was drawn. There is something to reaching into a stack of item cards and pulling one out from where I choose.

Discovered another bug with rewards from unplayed rumor cards. Seems that has not been working correctly since I took out the part that made 1 rumor quest mandatory before the interlude.Will fix asap

Also, I will be implementing the rumor rewards for

Crown of Destiny (OL cards return/class cards return)

At the Forge (.. / buy shop item for 25 less gold)

Armed to the Teeth (claim unused relic/ 1 free shop item)

Source of Sickness (Always have plague worms as open group/ ..)

Now i have this question. Armed to the teeth says: "A hidden weapon: After setting up the final, you may return this card to the game box to claim 1 Relic card that has not been claimed by you or the heroes"

This is any relic right, as long as you are playing with other components from that expansion? So, if we are playing the Shadow of Nerkehall campaign, but heroes/shop items/.. from labyrinth of ruin are in play, I can select a relic from LoR as well right?

This is how I interpreted it too. Perhaps Zaltyre or someone else can confirm

This is how I interpreted it too. Perhaps Zaltyre or someone else can confirm

Barring another ruling (I could have sworn this had been addressed in the past) I would agree that the relic can be any one out of the expansions currently being included in the game. That is, at the beginning of any campaign (or mini-campaign) everyone decides together what expansions will be included, and then from those expansions all monsters, heroes, classes, shop cards, etc are lumped together. Therefore, the "relic deck" would include any of the relics from those same expansions (and the base game of course, which is always included.)

Yay, another question! /sarcasm

"Incurable: For the remainder of the campaign, the overlord may choose plague worms as one of his open groups, regardless of the quest's listed monster traits."

Plague Worms are a large (medium to be specific) sized monster. Does the above ruling override a quest setup specifying "2 open groups (no large monsters)"

It does not override 'no large monsters.' It states that they are allowed regardless of TRAIT restrictions (that is, water, cave, etc)